/**
 * @author       Richard Davey <rich@photonstorm.com>
 * @copyright    2020 Photon Storm Ltd.
 * @license      {@link https://opensource.org/licenses/MIT|MIT License}
 */

 var AudioFile = require('./AudioFile.js');
 var Class = require('../../utils/Class');
 var FileTypesManager = require('../FileTypesManager');
 var GetFastValue = require('../../utils/object/GetFastValue');
 var IsPlainObject = require('../../utils/object/IsPlainObject');
 var JSONFile = require('./JSONFile.js');
 var MultiFile = require('../MultiFile.js');
 
 /**
  * @classdesc
  * An Audio Sprite File suitable for loading by the Loader.
  *
  * These are created when you use the Phaser.Loader.LoaderPlugin#audioSprite method and are not typically created directly.
  *
  * For documentation about what all the arguments and configuration options mean please see Phaser.Loader.LoaderPlugin#audioSprite.
  *
  * @class AudioSpriteFile
  * @extends Phaser.Loader.MultiFile
  * @memberof Phaser.Loader.FileTypes
  * @constructor
  * @since 3.7.0
  *
  * @param {Phaser.Loader.LoaderPlugin} loader - A reference to the Loader that is responsible for this file.
  * @param {(string|Phaser.Types.Loader.FileTypes.AudioSpriteFileConfig)} key - The key to use for this file, or a file configuration object.
  * @param {string} jsonURL - The absolute or relative URL to load the json file from. Or a well formed JSON object to use instead.
  * @param {{(string|string[])}} [audioURL] - The absolute or relative URL to load the audio file from. If empty it will be obtained by parsing the JSON file.
  * @param {any} [audioConfig] - The audio configuration options.
  * @param {Phaser.Types.Loader.XHRSettingsObject} [audioXhrSettings] - An XHR Settings configuration object for the audio file. Used in replacement of the Loaders default XHR Settings.
  * @param {Phaser.Types.Loader.XHRSettingsObject} [jsonXhrSettings] - An XHR Settings configuration object for the json file. Used in replacement of the Loaders default XHR Settings.
  */
 var AudioSpriteFile = new Class({
 
     Extends: MultiFile,
 
     initialize:
 
     function AudioSpriteFile (loader, key, jsonURL, audioURL, audioConfig, audioXhrSettings, jsonXhrSettings)
     {
         if (IsPlainObject(key))
         {
             var config = key;
 
             key = GetFastValue(config, 'key');
             jsonURL = GetFastValue(config, 'jsonURL');
             audioURL = GetFastValue(config, 'audioURL');
             audioConfig = GetFastValue(config, 'audioConfig');
             audioXhrSettings = GetFastValue(config, 'audioXhrSettings');
             jsonXhrSettings = GetFastValue(config, 'jsonXhrSettings');
         }
 
         var data;
 
         //  No url? then we're going to do a json load and parse it from that
         if (!audioURL)
         {
             data = new JSONFile(loader, key, jsonURL, jsonXhrSettings);
 
             MultiFile.call(this, loader, 'audiosprite', key, [ data ]);
 
             this.config.resourceLoad = true;
             this.config.audioConfig = audioConfig;
             this.config.audioXhrSettings = audioXhrSettings;
         }
         else
         {
             var audio = AudioFile.create(loader, key, audioURL, audioConfig, audioXhrSettings);
 
             if (audio)
             {
                 data = new JSONFile(loader, key, jsonURL, jsonXhrSettings);
 
                 MultiFile.call(this, loader, 'audiosprite', key, [ audio, data ]);
 
                 this.config.resourceLoad = false;
             }
         }
     },
 
     /**
      * Called by each File when it finishes loading.
      *
      * @method Phaser.Loader.FileTypes.AudioSpriteFile#onFileComplete
      * @since 3.7.0
      *
      * @param {Phaser.Loader.File} file - The File that has completed processing.
      */
     onFileComplete: function (file)
     {
         var index = this.files.indexOf(file);
 
         if (index !== -1)
         {
             this.pending--;
 
             if (this.config.resourceLoad && file.type === 'json' && file.data.hasOwnProperty('resources'))
             {
                 //  Inspect the data for the files to now load
                 var urls = file.data.resources;
 
                 var audioConfig = GetFastValue(this.config, 'audioConfig');
                 var audioXhrSettings = GetFastValue(this.config, 'audioXhrSettings');
 
                 var audio = AudioFile.create(this.loader, file.key, urls, audioConfig, audioXhrSettings);
 
                 if (audio)
                 {
                     this.addToMultiFile(audio);
 
                     this.loader.addFile(audio);
                 }
             }
         }
     },
 
     /**
      * Adds this file to its target cache upon successful loading and processing.
      *
      * @method Phaser.Loader.FileTypes.AudioSpriteFile#addToCache
      * @since 3.7.0
      */
     addToCache: function ()
     {
         if (this.isReadyToProcess())
         {
             var fileA = this.files[0];
             var fileB = this.files[1];
 
             fileA.addToCache();
             fileB.addToCache();
 
             this.complete = true;
         }
     }
 
 });
 
 /**
  * Adds a JSON based Audio Sprite, or array of audio sprites, to the current load queue.
  *
  * You can call this method from within your Scene's `preload`, along with any other files you wish to load:
  *
  * ```javascript
  * function preload ()
  * {
  *     this.load.audioSprite('kyobi', 'kyobi.json', [
  *         'kyobi.ogg',
  *         'kyobi.mp3',
  *         'kyobi.m4a'
  *     ]);
  * }
  * ```
  *
  * Audio Sprites are a combination of audio files and a JSON configuration.
  * The JSON follows the format of that created by https://github.com/tonistiigi/audiosprite
  *
  * If the JSON file includes a 'resource' object then you can let Phaser parse it and load the audio
  * files automatically based on its content. To do this exclude the audio URLs from the load:
  *
  * ```javascript
  * function preload ()
  * {
  *     this.load.audioSprite('kyobi', 'kyobi.json');
  * }
  * ```
  *
  * The file is **not** loaded right away. It is added to a queue ready to be loaded either when the loader starts,
  * or if it's already running, when the next free load slot becomes available. This happens automatically if you
  * are calling this from within the Scene's `preload` method, or a related callback. Because the file is queued
  * it means you cannot use the file immediately after calling this method, but must wait for the file to complete.
  * The typical flow for a Phaser Scene is that you load assets in the Scene's `preload` method and then when the
  * Scene's `create` method is called you are guaranteed that all of those assets are ready for use and have been
  * loaded.
  *
  * If you call this from outside of `preload` then you are responsible for starting the Loader afterwards and monitoring
  * its events to know when it's safe to use the asset. Please see the Phaser.Loader.LoaderPlugin class for more details.
  *
  * The key must be a unique String. It is used to add the file to the global Audio Cache upon a successful load.
  * The key should be unique both in terms of files being loaded and files already present in the Audio Cache.
  * Loading a file using a key that is already taken will result in a warning. If you wish to replace an existing file
  * then remove it from the Audio Cache first, before loading a new one.
  *
  * Instead of passing arguments you can pass a configuration object, such as:
  *
  * ```javascript
  * this.load.audioSprite({
  *     key: 'kyobi',
  *     jsonURL: 'audio/Kyobi.json',
  *     audioURL: [
  *         'audio/Kyobi.ogg',
  *         'audio/Kyobi.mp3',
  *         'audio/Kyobi.m4a'
  *     ]
  * });
  * ```
  *
  * See the documentation for `Phaser.Types.Loader.FileTypes.AudioSpriteFileConfig` for more details.
  *
  * Instead of passing a URL for the audio JSON data you can also pass in a well formed JSON object instead.
  *
  * Once the audio has finished loading you can use it create an Audio Sprite by referencing its key:
  *
  * ```javascript
  * this.load.audioSprite('kyobi', 'kyobi.json');
  * // and later in your game ...
  * var music = this.sound.addAudioSprite('kyobi');
  * music.play('title');
  * ```
  *
  * If you have specified a prefix in the loader, via `Loader.setPrefix` then this value will be prepended to this files
  * key. For example, if the prefix was `MENU.` and the key was `Background` the final key will be `MENU.Background` and
  * this is what you would use to retrieve the image from the Texture Manager.
  *
  * The URL can be relative or absolute. If the URL is relative the `Loader.baseURL` and `Loader.path` values will be prepended to it.
  *
  * Due to different browsers supporting different audio file types you should usually provide your audio files in a variety of formats.
  * ogg, mp3 and m4a are the most common. If you provide an array of URLs then the Loader will determine which _one_ file to load based on
  * browser support.
  *
  * If audio has been disabled in your game, either via the game config, or lack of support from the device, then no audio will be loaded.
  *
  * Note: The ability to load this type of file will only be available if the Audio Sprite File type has been built into Phaser.
  * It is available in the default build but can be excluded from custom builds.
  *
  * @method Phaser.Loader.LoaderPlugin#audioSprite
  * @fires Phaser.Loader.LoaderPlugin#ADD
  * @since 3.0.0
  *
  * @param {(string|Phaser.Types.Loader.FileTypes.AudioSpriteFileConfig|Phaser.Types.Loader.FileTypes.AudioSpriteFileConfig[])} key - The key to use for this file, or a file configuration object, or an array of objects.
  * @param {string} jsonURL - The absolute or relative URL to load the json file from. Or a well formed JSON object to use instead.
  * @param {(string|string[])} [audioURL] - The absolute or relative URL to load the audio file from. If empty it will be obtained by parsing the JSON file.
  * @param {any} [audioConfig] - The audio configuration options.
  * @param {Phaser.Types.Loader.XHRSettingsObject} [audioXhrSettings] - An XHR Settings configuration object for the audio file. Used in replacement of the Loaders default XHR Settings.
  * @param {Phaser.Types.Loader.XHRSettingsObject} [jsonXhrSettings] - An XHR Settings configuration object for the json file. Used in replacement of the Loaders default XHR Settings.
  *
  * @return {this} The Loader.
  */
 FileTypesManager.register('audioSprite', function (key, jsonURL, audioURL, audioConfig, audioXhrSettings, jsonXhrSettings)
 {
     var game = this.systems.game;
     var gameAudioConfig = game.config.audio;
     var deviceAudio = game.device.audio;
 
     if ((gameAudioConfig && gameAudioConfig.noAudio) || (!deviceAudio.webAudio && !deviceAudio.audioData))
     {
         //  Sounds are disabled, so skip loading audio
         return this;
     }
 
     var multifile;
 
     //  Supports an Object file definition in the key argument
     //  Or an array of objects in the key argument
     //  Or a single entry where all arguments have been defined
 
     if (Array.isArray(key))
     {
         for (var i = 0; i < key.length; i++)
         {
             multifile = new AudioSpriteFile(this, key[i]);
 
             if (multifile.files)
             {
                 this.addFile(multifile.files);
             }
         }
     }
     else
     {
         multifile = new AudioSpriteFile(this, key, jsonURL, audioURL, audioConfig, audioXhrSettings, jsonXhrSettings);
 
         if (multifile.files)
         {
             this.addFile(multifile.files);
         }
     }
 
     return this;
 });
 